133,481 Commits over 4,262 Days - 1.30cph!

9 Months Ago
player_preview fixes
9 Months Ago
removed placeholder items from craggy
9 Months Ago
updated existing prefabs
9 Months Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
9 Months Ago
Missed Bee Grenade Texture Files
9 Months Ago
Work In Progress of Bee Grenade Material setup
9 Months Ago
missing files
9 Months Ago
added meshes and materials for all new meat items, sss profiles
9 Months Ago
Correct eye bone positions/skinning on all current player seeds
9 Months Ago
merge from autoturret_servertick_optim
9 Months Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
9 Months Ago
Strip the massive target detection trigger from the client Set the exclude layers
9 Months Ago
merge from building_privilege_cache
9 Months Ago
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9 Months Ago
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10 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
10 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
10 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
10 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
10 Months Ago
merge from autoturret_servertick_optim
10 Months Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
10 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
10 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
10 Months Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
10 Months Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
10 Months Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
10 Months Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
10 Months Ago
Beeswarm FX with notes.
10 Months Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
10 Months Ago
Fixed fog being black on some maps with HDR
10 Months Ago
Added clothing to vertical slice loadout
10 Months Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
10 Months Ago
Scientist Suits V4 rig
10 Months Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
10 Months Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
10 Months Ago
viewmodel prefab updates
10 Months Ago
slight shift in torch trans y entity position
10 Months Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
merge from main
10 Months Ago
IsBuildingBlockedByVehicle merge fix
10 Months Ago
Merge from app_skip_field
10 Months Ago
Fix compile (some fields got stomped because these weren't in sync)
10 Months Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
10 Months Ago
merge from main
10 Months Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
10 Months Ago
Merge from /main
10 Months Ago
Merge from /main
10 Months Ago
Beehive texture size / mat setting optimization.
10 Months Ago
Beeswarm progress.